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  • #16
    Tony Hedstrom, Thank you very much clear about this but apparently it is very difficult to make infinite lives, even if you did not do?

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    • #17
      Glad the jump codes helped Rune.

      FANAT, Infinite lives = RF2A-460C, but that code is already in the code data base. Infinite lives and infinite energy use the same code. It was not much more difficult than most other infinite lives codes, although the instruction it uses was unusual.
      The Code Hut: http://codehut.gshi.org/

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      • #18
        Tony Hedstrom, thanks .. I would like to ask you to actually achieve such a code? http://gamehacking.org/vb/threads/69...illing-enemies

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        • #19
          Originally posted by FANAT View Post
          Tony Hedstrom, thanks .. I would like to ask you to actually achieve such a code? http://gamehacking.org/vb/threads/69...illing-enemies
          Fanat, unless the programming is already there somewhere, it may take LOTS of Game Genie codes to achieve that. You would have to figure out a way to verify that you were actually standing on an enemy, and not standing on the ground. Then figure out how to get to the enemies routine for killing him, etc, etc. Way too much work for me.
          Last edited by Tony H; 10-09-2012, 09:29:50 PM.
          The Code Hut: http://codehut.gshi.org/

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          • #20
            SNES Version:

            G:Spirou (E)

            C:Infinite Health (Spirou)|7E0640:05|Rune|
            C:Infinite Lives (Spirou)|7E064C:09|Rune|
            C:Infinite Piccolo Hats ("Coins")|7E0642:9cc9|Rune|

            C:Stage Text Modifier (ONLY Text)|7E05D8:XX|Rune|00 - (Black Screen?) (Should be "The Street")<br>01 - Toy Shop 1<br>02 - Toy Shop 2<br>03 - The Subway<br>04 - The Factory<br>05 - The Roofs<br>06 - The Chase<br>07 - The Mountain<br>08 - The Catacombs<br>09 - The Cave<br>0A - The Swamp<br>0B - The Jungle<br>0C - The Secret Base<br>0D - The Final Fight<br>0E - (Title)<br>0F - (Game Over 1)<br>10 - (Game Over 2)<br>11 - Toyshop<br>..<br>Stopped there. There may be more digits however.

            Tried to find the level modifier but the SNES version doesn't seem to have it organized like the SEGA Genesis version. I was able to take parts out of the first level but that was it.

            Here is the debug menu that someone over at The Cutting Room Floor hacked:

            Spirou (E)

            The PAR code
            7E0EF401
            activates a debug mode which can be accessed by pressing Select during gameplay. This menu is similar to the one found in Lucky Luke.
            Compteur anim (anim counter) is a running counter that increments once every frame when the game isn't paused.
            Level lets you select a new level using the D-pad and warp there with B.
            Visualizations lets you view the currently loaded sprite graphics.
            Type du sol (ground type) is supposed to show which type of terrain the player is currently standing on, but it seems to show "EMPTY" no matter what. The other possible values are "NONE", "WALL", "60 1", "60 2", "30 1", "30 2", "PLAT", "150 1", and "150 2".
            Test langue (language test): unknown.
            The menu also displays the build date/time and the name of either Frederic O'Rourke or Frederic Jay, two of the game's programmers.
            Someone over

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            • #21
              Originally posted by Tony Hedstrom View Post
              Fanat, unless the programming is already there somewhere, it may take LOTS of Game Genie codes to achieve that. You would have to figure out a way to verify that you were actually standing on an enemy, and not standing on the ground. Then figure out how to get to the enemies routine for killing him, etc, etc. Way too much work for me.

              Tony Hedstrom, If you have the opportunity to help with this code for early you will be grateful
              Last edited by FANAT; 10-10-2012, 09:08:10 AM.

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              • #22
                Boogerman - A Pick and Flick Adventure (USA)

                [MEGA JUMP TO ANY HEIGHT]
                BRKA-AYH6

                Boogerman - A Pick and Flick Adventure (Europe)

                [MEGA JUMP TO ANY HEIGHT]
                BRKT-AYBW

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                • #23
                  Tony Hedstrom, Can I make the game code Boogerman so that everyone can see where are located the hidden objects?
                  Last edited by FANAT; 10-10-2012, 04:24:02 PM.

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                  • #24
                    Here is the Game Genie version (and the raw/hex version) of the debugger enable code for Spirou (E) SNES

                    DD64-1DA4 (808923:00)
                    Enable debugger. Just press Select anytime during the game. There is level select, etc. See http://tcrf.net/Spirou_(SNES) for more info.
                    The Code Hut: http://codehut.gshi.org/

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                    • #25
                      Originally posted by Tony Hedstrom View Post
                      Here is the Game Genie version (and the raw/hex version) of the debugger enable code for Spirou (E) SNES

                      DD64-1DA4 (808923:00)
                      Enable debugger. Just press Select anytime during the game. There is level select, etc. See http://tcrf.net/Spirou_(SNES) for more info.
                      Nice one!

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                      • #26
                        It appears like the debugger might be in the Genesis version of Spirou as well. Some of the text in the ROM...

                        MAIN DEBUG
                        EXIT
                        CPTANIME
                        CONSTRUCTIONVRAM
                        RESET
                        VIEW VRAM
                        DUMP VRAM
                        DUMP VSRAM
                        CHANGE COLOR
                        VIEW COLLISION:

                        Have not figured out how to activate it yet. Anyone else want to give it a try? The pointer for the "MAIN DEBUG" text is at $0D2386.

                        EDIT: Never mind, figured it out.

                        EDIT 2: FF62D3:FF = enable debug mode (press and hold A, then press Start).

                        EDIT 3: Interesting, Gens Tracer uses FF62D2:FF (instead of FF62D3 for regular Gens). Odd.
                        Last edited by Tony H; 10-10-2012, 11:20:40 PM.
                        The Code Hut: http://codehut.gshi.org/

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                        • #27
                          Spirou (E) Genesis

                          HENT-5GWG
                          Enable debugger. Press and hold A, then press Start during game play. You will be able to select any level. Code must be turned on at the start of the game before the "Infogrames" screen.
                          The Code Hut: http://codehut.gshi.org/

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                          • #28
                            Tony Hedstrom, Thanks for the code Enable debugger (P.S.) Please tell me you can make the code for the game Boogerman that hidden objects become visible?))))))))))

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                            • #29
                              Originally posted by FANAT View Post
                              Tony Hedstrom, Thanks for the code Enable debugger (P.S.) Please tell me you can make the code for the game Boogerman that hidden objects become visible?))))))))))
                              FANAT, I will probably not make that code, but if I do, I will post it.
                              The Code Hut: http://codehut.gshi.org/

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                              • #30
                                Tony Hedstrom, ok!!!!! (P.S.) If you can help with the Master Code Pocket Monsters (Unl), how many were trying to do does not work, even though it's all true

                                ________________________________
                                Flink Misadventures of The (Europe) jump in the air, at any height, tap B (AB3A-AAAC)
                                Last edited by FANAT; 10-16-2012, 06:39:26 AM.

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